This allows storing add-on passwords for uploading in the same credentials file as is currently used by the client when connecting to a multiplayer server. For add-on authors that don't keep their passwords as plaintext in their _server.pbl, this removes the need for them to manually enter their password each time they upload an add-on.
Requires SDL 2.0.17 or later. If an earlier version of SDL 2 is
detected at runtime, the option in Preferences -> Display is hidden and
ignored entirely.
Requires restarting the game because it necessitates recreating the
window.
Closes#5018.
This makes the Language button use one of the new title screen button
definitions so it has an actual label in addition to its icon. However,
it also makes the label dynamic to reflect the current language choice.
More specifically, it reflects the current locale's language name, which
turns out requires a surprising amount of effort on our part to obtain.
These buttons have an icon like normal action buttons do, but they also
keep their text label and use a smaller font. Currently only one
instance is provided, for the Language button.
This doesn't scale the campaign image (and the campaign images are generally
350x350 images anyway), so it looks a bit wrong, but it's a lot more useable
on HDPI than putting a 1050x750 limit on a treeview with a text panel.
This is displayed on the bottom left in "big GUI" mode and on the bottom
middle in "small GUI" mode. The hostname label's colour depends on
whether the connection is actually layered in TLS or not.
The tooltips are kind of a hack because we currently can't set a tooltip
on a grid so it triggers whenever the player mouses over any of its
children or the border/margin space between cells. Instead we set the
same tooltips for both widget pairs via preprocessor trickery and call
it a day.
- The t_string type is now a schema built-in type and no longer attempts a regex match.
- You can also specify that non-t_string types may be optionally-translatable; this case supports a regex match on the string (but note that the translation mark is not part of the match).
- Error messages involving keys with very large values ( > 128 characters) will now truncate the value.
- To account for occasional cases where the schema is intentionally violated, the --validate command-line option now automatically defines the SCHEMA_VALIDATION preprocessor define.
A key validates as type t_string if one of the following is true:
- The key is not present
- The key has at least one segment with a translation mark
- The key is blank (an empty string)
Any type other than t_string is not allowed to be translatable by default, unless you specify allow_translatable=yes in the [type] tag.
An optionally-translatable string could also be defined as a union of t_string and some other type.
The existing PblWML specification includes a comma-separated list of tags.
Until now there are no official tag names, but some of the 1.14 add-ons already
have some unofficial ones. If this feature is included in 1.16 then I assume
many UMC authors will use the newly-official tags.
For a larger add-on list than the dev server has, use port 15014 which will
connect to the 1.14 server instead (in the connect dialog change the address to
addons.wesnoth.org:15014).
Show the contents of PblWML's "tags" attribute in the add-ons dialog. They're
shown at the bottom of the right-hand panel (only if the window size is large
enough to trigger that dialog's two-panel layout).
This is the only widget in mainline using GUI2's [draw][circle] tag. I'm
currently working on a change to the C++ text_shape class, and want to
be able to regression-test the placement of [circle]s after that change.
I'd be okay with deprecating both [circle] and [round_rectangle] as neither
seems to be used elsewhere, but this close to feature-freeze I'd prefer to keep
them in 1.16 rather than suggest removing them now.
To see the widget, start the game with `wesnoth --clock`, and then click the
button underneath "Quit" on the main menu.
The primary target of this change is hotkey labels in game menus. This
aligns them all to the right of the menu and increases the space between
them and the menu item label proper to attain a cleaner appearance.
You just know sooner or later someone's going to try to use "random" for
something other than gender and some translations will end up looking
wrong as a result.
Categories vs. Filter both deal with filtering -- the only difference is
that categories has a broader scope than the name-based filtering, with
the latter being applied to results for the selected categories. We
don't need two rows for both.
This is specifically meant to address the sidebar gaining a short
vertical scrollbar at higher resolutions because of button sizes
increasing slightly.
The hardcoded size of the window was too small for the large fonts on HDPI
displays, this changes to using the automatic width and calculated-based-on-dpi
height. On HDPI displays that does leave blank space on the General tab, but it's
better than not scaling.
Buttons that were placed at the bottom of pages move up so that they aren't
too far from the other controls. The sub-tab-selector buttons on the
multiplayer tab move above the sub-tabs themselves.
With HDPI text, the checkboxes are placed a little too high to align with
the font, but that's a cosmetic detail; this commit fixes the usability issue.
* Moved the combobox (sorry celmin) to the top right in a manner akin
to the search boxes in dialogs with those.
* Switched list headers to using the gold_small label variation.